Reviews from

in the past


This review contains spoilers

I think the best revenge an ex-girlfriend could possibly hope for would be their former significant other developing a video game about their relationship, and it ending up like this.

A frankly embarrassing, often busted gauntlet of twee millennialism, Maquette is a somewhat brief narrative puzzle game starring Bryce Dallas Howard and Seth Gabel. Sprinkled throughout are infrequent but shockingly uninteresting puzzles that make Superliminal look like Portal. The controls are unfinished, the puzzles are glitchy, and as a package it just doesn't work. I got soft-locked thrice in three hours, and not because I'm an idiot.

As for the story, despite my rough-and-tumble, chiseled, rugged, roguish, strong, dashing, primally masculine, tough-as-nails, strapping, exceptionally hunky exterior, I have been known to experience emotions from time to time. I'm fairly certain the emotion this game is going for is 'bittersweet reminiscence', but judging by the fact that halfway through I asked my wife to chop me in half with a sword to make it stop, I think they missed the mark. I cringe, Mr. Mayor.

I could have abandoned Maquette, sure.

Maquette - e se estenderemos a gameplay de Superliminal e mostrarmos como não ter um bom storytelling?
Maquette é um dos piores jogos que já joguei, eu me esforcei até onde deu mas é ruim demais para a Annapurna, é um jogo com mecânica de manipular o tamanho de um objeto através da perspectiva (novidade) enquanto é interrompido constantemente com "cutscenes" abstratas dos protagonistas da obra, é um desserviço terrível a ludonarrativa que insiste em não usar a gameplay como extensão do texto, a maior sutileza da obra está em caixas de textos flutuantes contextualizando
Toda a plot também é bem sem sal, dois malucos aleatórios que se encontram em um café e gostam de desenhar, começam a se gostar e o máximo que a gameplay faz para contextualizar é as fases se passarem nos mesmos que eles se encontraram (até certo ponto,)
Eu dropei fácil

Maquette was a very interesting puzzle game that incorporates perspective very well. You solve the puzzles through a recursive view, meaning you see the world you are in, just a smaller replica of the area you're at. Each puzzle illustrates the game's love story well through various difficulties. Some of the later puzzles got me a bit mentally frustrated, but what kept me pushing through was the engrossing story of the two characters, Kenzie and Michael. Both played by real-life married couple Bryce Dallas Howard and Seth Gable.

Overall, the game is interesting and enjoyable, but the puzzles can definitely be tough to mentally process a few times!

(Review from 2021)

Ultimately, Maquette is a one trick pony of a puzzle game that often involves somewhat devious out of the box solving that leads to more frustration then making you feel clever. The story is rather one note, the visuals are really pretty, but overall everything about this game feels kinda hollow.

I don't really want to seem so harsh on this game, but it certainly feels like it's trying to say something with it's story, but neither side really connects. Puzzles led to scenes of areas that the characters have been too, but really they just feel more like dolls playing house rather than exploring someone's life. Honestly, it feels like this could have been an entirely different story involving different people with similar beats and no one would be the wiser. Nothing substantial happens with the gameplay, and nothing narrative wise effects it. It's a lot like giving Flower (From Thatgamecompany) a story when that clearly wasn't the point of it. Flower is meant to look pretty, be visually appealing, and be a mellowed out experience. If you give Flower a story outside of it, like a father and daughter bonding, then suddenly it starts to losing a lot of it's magic. That's what Maquette did, it had this really neat visual puzzle game and slapped a story where it shouldn't go. This, of course, isn't getting into the quality of the story either, but I think it's better said that it's plots been done better in lesser time by lesser budgeted games.

Majority of puzzles feel like they can be thought out with guess work, but a number of them feel far too out there for a player to just get. It's not even to a different mechanic either, nearly every single puzzle uses it's ability of size manipulation and movement to get anything done. It's just the way that the game will often require you to use that movement in a way that isn't even introduced to you. It really is an oddity of "was I just not paying attention" , and the way the game teaches you what to pay attention to. It's fairly consistent about using items to unlock a path to get between points A, B, and C so you can acquire mcguffin D. Later on however you are consistently asked to start thinking outside the box in order to solve puzzles or pay attention to certain features you usually wouldn't. This by all means doesn't mean all the puzzles are bad, but I did feel often ripped off compared to just saying that was a clever way of doing something. Still for doing exactly one thing for nearly 5 hours, I have to say that the games puzzles start strong and end strong. It may be a consistent trick, but this pony at least exhausted everything it could from it.

This puzzler is certainly a pain in terms of where it really sets in how much I like it, but I have always been a real big fan of small miniature things to began with. The story is serviceable, but the puzzles at least have some proper substance to them. So it's really hard to just say Maquette is a bad game. Fairly, I think what rubs people the wrong way with Maquette is it's story rather than it's mechanics. The story just feels detached, and when you are rewarded from solving a hard puzzle you rather enjoy something good over two hipsters whining about not getting a home.


Cool conceit for a puzzle game, and when it clicks it clicks really well… but only a few levels in, I already encountered what I’m pretty sure is a game-killing bug where a key I need to finish the level disappeared, and I don’t really feel like restarting the level, especially as the various manipulations of color-coded gems were already starting to overstay their welcome. Lots of potential, there’s a chance I’ll come back to it, but it just doesn’t feel as polished or tightly designed as it should.


Maquette brilha com uma mecânica única que o torna mais uma obra única da Annapurna, a trilha sonora carregada de emoção é a minha parte favorita do jogo.

Infelizmente, a movimentação travada, tanto para se movimentar pelo mapa quanto para mover os objetos, prejudica a experiencia. A história envolta também não me pegou, acho que, dentro de um jogo tão criativo, poderiam ter bolado uma história de separação de casal mais diferente também.

Valeu a experiência pelo seu diferencial, mas não é algo imperdível e nem marcante o suficiente para se recomendar tanto assim.

all the narrative and gameplay ideas on display here have been done before and better elsewhere. and a retread is still a retread even if you're treading through models that have been scaled really big or really tiny.

Fun puzzle game also nice to get the platinum.

(Game Pass) Gorgeous puzzle game with a story about a relationship ending. Good challenges and achievements to speedrun the levels. Enjoyed the art style and the VA of Bryce Dallas Howard and her husband Seth Gabel as the story couple.

Maquette has a lovely core idea, the whole puzzle of playing with item perspectives but its something that gets old incredibly fast and devolves quickly into hunting tediously for the next bit of whatever you're doing. Add in an incredibly boring love story and I felt like I was falling asleep while playing it. I got about two thirds through and I just couldnt care less anymore.

I usually enjoy puzzle games and walking sims and love to support Annapurna produced content. But I don’t think I finished this game - I need space on my hard drive so this got the boot to my external storage (and since you can’t play ps5 games that are on external storage it’ll be stuck for a while).

The game starts off pretty cute. The entire premise is watching a couples narrative unfold while uses a maquette to manipulate the size of various key items to drive the narrative forward.

The game is a bit abstract with the buildings and what they mean. Sometimes it seems like a place the couple lived but sometimes it looks like a rundown castle? The key items are also abstract and the connection between why you are using said item to unlock a memory doesn’t have any explanation or seem relevant- example the one level you use these different crystals but I don’t think there is any connection why you have those items - their usage is completely irrelevant to the story other than unlocking the next dialogue. For me this just made it a bit flat. I’d rather collect plants that had the same purpose and the plants tie into the memory. It felt like a big miss to conceptualize the memories.

I also felt some of the puzzles were glitchy / non responsive and some were so confusing - theres a rule that’s there is no rules. I definitely got to a point I broke my save file as I managed to break a door thinking I was solving the puzzle and when I looked up the guide on what to do I was just quite angry at the solve. I can’t say why without spoilers but I felt there was no explanation/ hint or anything on what you had to do to even get to the conclusion of the answer.

Prior to this I had about 2 hours lost in that one section and had to redo it and with the guide it took me maybe 10 minutes. That’s how complicated some of the puzzles are because you can’t always tell where you go next and you spend 20 min on a dead end only to retrace your steps.

The problem with this is you really lose the narrative if you follow a wrong lead to dead end. I forgot what the story told me by the time I finished the area the unlocking the maquette once it gets locked. And then I just lost interest and found the game to be draining to play.

I liked how Bryce Dallas-Howard and her husband did the voice acting they really did well voicing their affection for each other.

I just think the game could be more refined to help the flow so the puzzles can be complex but not hinder the narrative.

Clunky controls that can sometimes cause frustrating situations while clearing these puzzles with a so-so love story about the breakdown of a relationship. Some of the ideas are really clever but the execution fails some times, specially when jumps are involved.

Um bom jogo.

Eu, particularmente, acho muito foda jogos que mexem com perspectiva dos objetos e das coisas físicas em geral.

Passei mais tempo so brincando com as perspectivas do que prestando atenção na história sinceramente. Mas a história do jogo é bem padrão, nada de mais.

Os puzzels do jogo, alguns tem que quebrar a cabeça e outros são bem de boa, mas em geral achei balanceado.

É um jogo curtinho, então vale a pena a experiência.

Bonito walking simulator, que plantea puzles con la perspectiva y, sobre todo, con el tamaño. Con una historia cercana y en cierto modo interesante que te ayuda a querer terminarlo. En la parte negativa algo que llevo viendo últimamente en varios juegos, una idea de inicio interesante que se trata de alargar y no termina de exprimirse bien con el paso de las horas. También tiene algún bug puntual. Es recomendable, pero no pasa nada si te lo pierdes.

Um jogo que não merece as notas baixas que tem por aí. Puzzle rápido com uma história decente e bastante sensibilidade.
Um bug ou outro (natural pra esse tipo de puzzle com física infinita) mas no geral uma experiência bem interessante.

When I solved the first puzzle and it played a super catchy and mellow Meredith Edgar song I was 100% on board: solve a puzzle, get a song! What a great concept! I could hear some rad new licensed indie jams while stroking my brain like it was Donald Pleasance's cat. This excitement lasted for exactly two songs. Unfortunately the puzzles turned frustrating pretty fast, and then they stopped delivering the music altogether, focusing instead on an interpersonal story that didn't grab me.

The main thing I took away from this is what a huge impact licensed music makes on me in a game. Life is Strange is the other big example I can think of where I was immediately drawn in by it. Honestly I wasn't even all that super into the songs; mostly they sounded like something you'd hear at your local coffee shop, but almost as soon as they started I could feel myself becoming more emotionally invested. I guess I'm an easy mark for that stuff; maybe I should seek out more games like this.

In Maquette, a promising concept is stretched into eternal, multi-layered stupidity.

In defense of this game, I was not in my most patient shape while playing this game. But yet, it really tests you throughout the full playthrough. The main focus is to solve recursive puzzles, by experimenting with changing the size and the original use of objects, which sounds cool on paper, but was not well executed.

I felt stupid, while playing the game and that is a feeling you should strictly try avoiding to invoke your players. I found myself cursing over and over again about plot, mechanics and movement, because the console controls are laggy and tedious, the puzzle solutions are mostly counter-intuitive and the plot is the pinnacle of head-scratching, lazy storytelling.

The underlying story, told in text fragments and audio snippets, is a pain in the ass. It retells the dysfunctional love story of Kenzie and Michael, which are complete idiots, when it comes to communicating properly and at least try to live in a healthy, respectful and open minded relationship. Their interpersonal inability is just painful to watch and listen to and to be honest, I am tired, bored and annoyed to get served with these copy-and-paste, expired, so-called love stories, that still try to manifest that this is the circle of life and love is equal to pain and ignorance. Either grow out of your ego-mania or go to (couple) therapy!

On the one hand, I feel sorry, to be this rude, but on the other, this game made me feel gut wrenching miserable and repelled me from minute one till the very end.

Why do I still rate this game a 2.5 or even finished it, when it hurt so much? One thing that really stood out and frequently saved me from quitting, is the splendid selection of tunes, that really hit the right note every time. If you have a weakness for kitschy indie, soft-rock music, the tracks will produce a regular dose of goosebumps. They finally made my head nod in emotional response and not in endless desperation.

Ideia interessante mas é muito mal explorada...

O jogo no início parece interessante, mas vai te estressando e frustrando no decorrer da gameplay, enquanto conta a história de um casal. Ele começa fácil e colorido e depois vai ficando mais dark e desafiador. Acredito que a proposta seja simular os pontos altos e baixos de um namoro, com o começo mais simples e depois mexendo com as suas emoções, até você sentir o alívio em terminar o jogo. Como nem tudo são flores, o jogo apresenta alguns glitches e tem problemas em alguns puzzles.

I'm pretty sure that scientific studies have shown that this is the most mid game ever made. Not the worst, but the most mid. It is an incredibly mid game.

okay puzzle game that does some neat stuff with perspective but none of the puzzles felt all that satisfying to solve.

From wikipedia:
"During development, the game's story was originally about a character trapped in a dungeon by a wizard. After a few years of production, the project lead felt uninspired by it, and rewrote it into a love story."

From me:
Tech bros cannot write love stories to save their fucking lives. Their lives are already basically about being a wizard trapping people into dungeons of conversation. That'd be a more honest impulse to explore.

bons puzzle, o romance, a historia entre os dois personagens é boa e explora os sentimentos do ser humano

As a narrative first game, I really appreciate stories of falling out and noticing little things through its albeit hard yet thematic puzzles. I love how the puzzles are non-trivial and made me feel clever solving them which is rare in this genre.

What hurts this game the most is the lacking story considering its genre. I do sympathize with the characters, but I did not get a sense of their character or conflict with the fragmented approach to narrative. It feels like hitting the general points but not the details in between which makes stories special. Given its indie scale, I do understand the style and approach, but it left me wanting.

For some minor issues, moving an object is very rigid and feels unresponsive or clunky. This also lacks some accessibility options such as subtitles for the cutscenes (the audio mixing can be rough), a sprint option for the tedious traversal and probably a hint/skip puzzle system as they are not the focus (as much as I like them.)

This is still a good game with a heart and would not mind another iteration as a harder yet more focused puzzle game.

Very good idea that I wish was executed better. Some puzzles are straight up unfinished jank but the voice acting is pretty good and the music choice is insane so I think I like it.

No idea why they bothered getting actors and licensed music in this, when the story is just the most barebones divorce story.

Anyways, the meat of this game revolves around the concept of manipulating items and spaces through a maquette. Anything you move in the maquette moves that item outside of it. It's a bit more complicated than that but I really don't feel like explaining it. So yeah, it's neat and pretty unique.

There's a few puzzles that use the mechanics/concept really well but there's also quite a few duds that felt cheap. I'd still recommend it to fellow first person puzzler fans.


Sheer technical incompetence permeates this game on every level. How this made it past QA at Annapurna is beyond me, but the devs have clearly moved on and abandoned this project at this point.

Ever since I got into trophy hunting, I tried some more Indie titles. Something which I never did as a kid/teen. In fact I was always disappointed when some indie title took the spotlight on an event like E3 (Why bother when you have all these amazing AAA games?). Good thing I know better now.
When I decide to play an indie game it has to be something that catches my interest by art design or an interesting looking story, and not an easy platinum after an hour. In this case it was the puzzle aspect that caught my attention. So I went into this game without knowing anything about it or seen anything about it. And I have to admit that I was pretty disappointed in the end... The game felt pretty janky and had a lot of stuttering but that is something that I was prepared for after seeing it was made in Unity. The art style was fine and overall graphics were ok. The puzzles however felt pretty janky due to the gameplay mechanics which made them sometimes a little annoying. Overall the puzzles were not super easy but also not super challenging. Something the speed runs changed and with those I did have some fun.
I didn't care a whole lot about the story in the beginning since it was something that is told a million times before but after some levels I kind of saw my own love story in all of this. It didn't relate 1 to 1 but some elements happened to me as well and it was something that made me appreciate the game a little more.
Overall the game is fine and a good game if you do not have a lot of time to spend on games but I'm sure there are way better alternatives out there.

The puzzles were fun but frustrating at times. The story was pretty basic.
Overall fun for a few hours.

Has nothing interesting to say, but tries its best to act like it does.